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Free 2023 - Official Regulation Artistic
Free 2023 - Official Regulation Artistic
3
RULES FOR ARTISTIC SKATING | FREE SKATING | 2023
Updated on August 29th 2022
TECHNICAL SPECIALIST (TS) ................................................................................................. 26
ASSISTANT (AS) .................................................................................................................... 26
CONTROLLER (CTR).............................................................................................................. 26
DATA OPERATOR (DO).......................................................................................................... 26
REFEREE (REF) ...................................................................................................................... 27
GENERAL PROCEDURE FOR TECHNICAL PANEL................................................... 27
PRE-CALLS AND CALLS .......................................................................................................... 27
Pre-Calls ................................................................................................................ 27
Calls ....................................................................................................................... 28
Jumps ..................................................................................................................... 28
Spins ...................................................................................................................... 29
Footwork sequence ................................................................................................ 31
Choreographic sequence........................................................................................ 32
REQUEST AND VISUALIZE REVIEWS........................................................................................ 33
Managing the reviews ........................................................................................... 33
Rules to visualize the reviews ............................................................................... 33
Speed for the reviews ............................................................................................ 33
DATA INPUT ........................................................................................................................... 34
CHECKING AND CONFIRMATION............................................................................................. 34
SPECIFIC PROCEDURE FOR SHORT PROGRAM ...................................................... 35
SPECIFIC PROCEDURE FOR LONG PROGRAM......................................................... 35
TECHNICAL SPECIFICATIONS FOR JUMPS ............................................................... 35
UNDER-ROTATED JUMPS ........................................................................................................ 35
HALF-ROTATED JUMPS ........................................................................................................... 36
DOWNGRADED JUMPS ............................................................................................................ 36
SOLO JUMP + STEPPING OUT .................................................................................................. 36
JUMP VS NO JUMP ................................................................................................................. 36
ONE-ROTATION JUMPS IN A COMBINATION JUMP ................................................................... 36
ENTRY OF A JUMP .................................................................................................................. 36
BROKEN COMBINATION JUMPS .............................................................................................. 37
REPEATED JUMP AND COMBINATION JUMP............................................................................ 37
MANDATORY JUMP NOT EXECUTED ....................................................................................... 38
TECHNICAL SPECIFICATIONS FOR SPINS ................................................................. 38
POSITION IN A SPIN................................................................................................................. 38
BASIC POSITIONS AND POSITIONS WITH BASE VALUE ............................................................. 38
DIFFICULT POSITIONS FOR UPRIGHT ....................................................................................... 38
DIFFICULT POSITIONS FOR SIT ................................................................................................ 39
DIFFICULT POSITIONS FOR CAMEL, HEEL AND BROKEN......................................................... 40
DIFFICULT POSITIONS FOR INVERTED ..................................................................................... 41
OTHER DIFFICULT VARIATIONS IN SOLO AND COMBINATION SPINS ........................................ 41
Bonus for number of rotations in solo spin ........................................................... 41
Difficult entry bonus (in solo and combination spin)............................................ 41
Difficult change ..................................................................................................... 41
Sit between two camels ......................................................................................... 42
Both directions ...................................................................................................... 42
SPIN WHERE THE TOE STOP IS ALLOWED DURING THE ROTATIONS .......................................... 42
REPEATING THE SAME COMBINATION SPIN............................................................................. 42
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RULES FOR ARTISTIC SKATING | FREE SKATING | 2023
Updated on August 29th 2022
UPRIGHT POSITION AT THE END OF A COMBINATION SPIN....................................................... 43
BROKEN COMBO SPIN............................................................................................................ 43
PUMPING................................................................................................................................ 44
ENTRY INTO A SOLO SPIN ...................................................................................................... 44
FEATURES ASSIGNMENT......................................................................................................... 44
TECHNICAL SPECIFICATIONS FOR FOOTWORK SEQUENCE ............................. 44
TECHNICAL PANEL PROTOCOL DURING THE FOOTWORK SEQUENCE ....................................... 44
FOOTWORK FEATURES ........................................................................................................... 45
PENALIZATIONS ................................................................................................................. 45
MISSING MANDATORY ELEMENT............................................................................................ 45
ILLEGAL ELEMENT ................................................................................................................. 46
MANDATORY POSITION .......................................................................................................... 46
FALLS QUICK REFERENCE CHART ........................................................................................... 47
5
RULES FOR ARTISTIC SKATING | FREE SKATING | 2023
Updated on August 29th 2022
1 OWNERSHIP
This document has been written and edited by WORLD SKATE ARTISTIC TECHNICAL
COMMISSION, so it cannot be copied.
2 FREE SKATING
The competition consists of two parts: a short program and a long program of:
Short program
• Junior and Senior 2:45 minutes +/- 5 seconds.
• Cadet and Youth 2:30 minutes +/- 5 seconds.
• Espoir 2:00 minutes +/- 5 seconds.
Long program
• Junior and senior ladies from 4:15 to 4:30 minutes.
• Junior and senior men 4:30 minutes +/- 10 seconds.
• Youth 4:00 minutes +/- 10 seconds.
• Cadet 3:30 minutes +/- 10 seconds.
• Espoir 3:15 minutes +/- 10 seconds.
• Minis 2:45 minutes +/- 10 seconds.
• Tots 2:30 minutes +/- 10 seconds.
The score for the short program and the long program will consist of two parts:
• Technical content.
• Artistic components.
Competitive warm-Up
• Competitive warm-up shall be considered part of the event. As such, all interruption of
skating rules shall apply.
• In free skating the warm-up time is based upon the skating time if time allows, plus two
minutes (2:00). The announcer shall inform the contestants when one minute (1:00)
remains in their warm-up period.
• In free skating events, there will normally be no more than six (6) contestants in each
warm-up group for cadet, youth, junior, senior and eight (8) for the others.
• The next skater to compete will be allowed to use the competition floor during the
exhibition of the scores of the previous athlete/athletes.
• At the conclusion of the warm-up period the first skater will be allowed up to one (1)
minute before they have to take the floor.
• For exceptional situations regarding the number of participants and/or time limitations
the ATC may decide not to apply this rule.
3 TECHNICAL CONTENT
The technical content is the sum of the values given to each technical element presented
by the skater. To consult the values of the individual elements, please refer to the Excel
spreadsheet.
The technical elements that will be evaluated are:
• Jumps.
• Spins.
• Footwork sequences.
• Choreographic sequences.
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RULES FOR ARTISTIC SKATING | FREE SKATING | 2023
Updated on August 29th 2022
General
• In case of any regulatory doubt or circumstance not established in the rules, the
Technical Panel will act in the benefit of the Skater and the Sport.
• All attempts will occupy a box in the system, then any subsequent elements will be
starred out and have no value (0).
• The elements in excess will be called by the technical panel, however, will be starred
out and receive no value (0). They are NOT considered an illegal element and will NOT
be penalized.
• Kneeling or laying on the floor is allowed a maximum of once and for maximum of five
(5) seconds.
• In the program element content sheet, it is mandatory to write the start time (with the
time starting from the first movement of the skater) of footwork sequences, the
choreographic sequence and specify where the skater is attempting a Lutz jump.
Short Programs
• In all the short programs the same jump can only be presented once with the exception
of one (1) jump of the skater’s choice, which can be presented twice. Where a jump is
presented twice, at least one must be in combo.
• The same position spin (with also same foot, edge, direction) cannot be performed more
than twice in the whole program (i.e. maximum two camel right backward outside,
maximum two camel right backward inside, etc.).
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RULES FOR ARTISTIC SKATING | FREE SKATING | 2023
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• One (1) combination spin with a maximum two (2) positions. The two positions MUST be
a sit spin combined with a camel (any foot, edge, direction)
• One (1) position spin. MUST be a camel spin (it CANNOT be the same camel used in the
combination).
• One footwork sequence maximum level 3, maximum thirty (30) seconds.
Long programs
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• Maximum two (2) jumps combinations are allowed.
• The number of jumps within the combination cannot be more than five (5) including the
connecting jumps. In calculating the value of the combination jumps the connecting
jumps will not be counted.
• It is mandatory to perform an Axel jump (single, double, triple) that can be presented
also in combination.
• Axel, singles, doubles, and triples cannot be presented more than twice as jumps with
technical value. If presented twice, one must be in combination.
• For Cadet: Minimum two (2), maximum three (3) spin elements are allowed. One of them
must be a combination spin and must include a sit spin and one MUST be a solo spin.
Combination spins can have a maximum four (4) positions. The same kind of spin cannot
be performed more than twice in the whole program (i.e. maximum two inverted,
maximum two forward heel etc.). Broken is not allowed and the three spins must be
different.
• One (1) footwork sequence maximum level 3, maximum thirty (30) seconds.
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• Two (2) spin elements must be performed. One of them MUST be a combination spin.
Combination spins can have a maximum four (4) positions. ONLY upright positions and sit
positions are allowed. The two spins must be different.
• One (1) footwork sequence maximum level 1. To achieve level 1 Tots must have one of
each of four (4) steps and turns confirmed: Cross in front, Inside Three Turn, Outside
Three turn, Open Mohawk, maximum thirty (30) seconds.
4 TECHNICAL ELEMENTS
Jumps
Definitions
• Jump element: solo jump or combo jump.
• Solo jump: any jump with recognized entry, exit and flight phase. This is an isolated
jump, i.e. it is done on its own.
• Combo jump: at least two (2) consecutive jumps in which the landing edge of the first
one is the entry edge of the second one.
• Connecting jumps (no jumps): these are single rotation jumps within the combo jump,
which is why they are called "connecting jumps". They will have no value (except for Mini
and Tots) and will have the code "NJ" (no jump).
• Under rotated jump: a jump will be considered Under rotated if the number of rotations
is incomplete by ¼ and less than ¼ of a rotation. It will be indicated with the symbol
“<”. The system will decrease the basic value of the jump by 30% for jumps of one (1)
single rotation and doubles, and by 20% for triples and quadruples rotations jumps.
• Half rotated jump: a jump will be considered Half rotated if the number of rotations is
incomplete by more than ¼ through to and including ½ of a rotation. It will be indicated
with the symbol “<<”. The system will decrease the basic value of the jump by 50% for
one (1) single rotation jumps and double jumps, by 40% to triple jumps and by 30% for
quadruples jumps.
• Downgraded jump: a jump will be considered Downgraded if more than ½ a rotation is
incomplete of the total required rotations. It will be indicated with the symbol “<<<”.
The system will give the value of the jump of one rotation less, e.g. triple Salchow
downgraded will get the value of a double Salchow.
The same (<<<) will be applied to those jumps that can be cheated at the take-off like
the Toe-Loop and Salchow. The Toe-Walley will be called and counted as Toe-Loop.
Lutz
If the skater declares Lutz in the program content sheet but performs a Flip, it will be called
as “Lutz No Edge”. If the skater does not declare Lutz on the program content sheet the
jump will be called by the Technical Panel as they see it (Flip or Lutz).
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RULES FOR ARTISTIC SKATING | FREE SKATING | 2023
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It is important to ensure that the skater does not change the edge sharply once the free leg
has been stretched back and before the stab. This can be verified by observing the movement
of the ankle during the sequence (stretching back and the stab).
Clarifications
ITEM CLARIFICATION
• A “saving Toe-Loop” (when a skater uses a toe-loop between jumps in
a combination to save the element caused by loss of control), will be
considered a stepping out by the judges, and will be called as NO JUMP,
occupying a box.
• In all the categories above Minis, singles with base value, axel, doubles,
and triples can be performed maximum twice. If presented twice, one
must be in combination. For example, if the skater falls on the 2F solo
jump and then falls again on the 2F supposed to be the first jump of
the combo jump, the system will consider the second 2F as a Solo Jump
and it will not be considered in the value of the technical content.
• A Waltz jump will be accepted as an attempt of the required Axel
Jumps
element.
• Every solo jump, including one-rotation jumps, will be called in all the
categories.
• Single jumps that are performed within a transition and have a clear
choreographic intent (except Tots and Minis), the TP has the authority
not to call them.
• Half rotated jumps where the skaters open from their wrapped position
in the air and land in an open position (not coded landing) will be called
DOWNGRADED.
• Jumps landed on two feet (not in a crossed position) will be called
DOWNGRADED.
• Any change of foot, with a clear weight transfer between jumps would
mean the breakup of the combination and would be considered as two
elements.
• For Junior & Senior: If in between the doubles and/or the triples there
are more than one connecting jump, the following jump will not have
Combination
the increase percentage from its value on a combination jump.
Jumps
• Double three at landing of any jump will stop the combo.
• In general, to save a Combo Jump with a defective landing in the
middle, there should be at least a half-rotation jump in the air plus a
three turn to correct the lack of rotation in order to continue with the
combination jump.
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• Espoir to Youth, one-rotation jumps will be called, credited and count
toward the total number of jumps, when they are placed on first or
last position of the Combination Jump.
• Junior and Senior, one rotation jumps placed on the first or last
position of the combination jump will be called, given NO VALUE and
count toward the total number of jumps allowed.
• The same combo cannot be presented more than once, if this happens,
the second combo jump will be starred out and given No Value.
It is responsibility of the technical panel to call the Lutz jump if the
required technical characteristics are fulfilled. If the Lutz is declared but
Lutz Jump it does not fulfill the technical characteristics, the technical panel will call
‘Lutz No Edge’ and the system will give to the element 70% of its value and
the judges will score accordingly to the guidelines.
Spins
Definitions
• A spin will be considered accomplished when the skater completes a minimum of three
(3) rotations for one position spin and two (2) rotations for a combination spin. The
technical panel will call the spin when the basic characteristics are fulfilled.
• Position in a spin: the position of a spin is defined by its edge, foot, and body posture.
The basic positions are:
o Upright: are those in which the body remains in a standing position. The skating
leg must be stretched or slightly bend.
o Sit: the hips cannot be higher than the knee of the skating leg.
o Camel: free leg position (knee and heel) must not be under the hip.
• Positions with base values that can be called because they have a base value defined
in the system are:
o Heel
o Broken
o Inverted
All of them will also have their corresponding foot and edge, which will define them.
• Solo spin: single position spin with one edge and one specific foot WITHOUT change of
position, foot, or edge. For Cadet to Senior solo spins should be done without long
preparation.
• Combination spin: is a spin where the skater changes foot and/or position and/or edge.
Difficult positions
Difficult positions are all those positions that impact on the positions with base values,
making them more difficult and artistically interesting. Each difficult position will be
considered once per program (the first attempt). Only one (1) difficult position will be valued
for each position presented.
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RULES FOR ARTISTIC SKATING | FREE SKATING | 2023
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Sit Sideways SS 60%
Twist ST 60%
Forward SF 40%
Behind SB 20%
Camel Forward CF 40%
Sideways CS 60%
Layover CL 20%
Heel Forward HF 40%
Sideways HS 60%
Layover HL 20%
Inverted Bryant IB 25%
Any Standard Variation SV 20%
Despite these features, any difficult position which is not included in this manual could
be considered as a feature. The position should be innovative, altering the equilibrium
and increasing the difficulty of the spin. Any weak attempts of listed positions will not
be considered. The Technical Panel should be able to make this decision and call a
“Standard variation” (SV). The Standard Variation can be used once in each position per
program (Upright, Sit, Camel). There can be a maximum 3 Standard Variations counted
per program.
Difficult variations
Difficult Variations are all those movements or combination of movements that make the
spin more difficult and challenging. Each difficult variation will be considered once per
program (the first attempt).
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Difficult positions for basic spins
Upright position:
a. Forward: torso leaning forward. Maximum 45° between the torso and the skating leg.
b. Layback is an upright spin in which head and shoulders are leaning backwards facing the
ceiling with the back arched. The position of the free leg is optional. The use of the toe
stop is allowed.
c. Split (Previously Upright Sideways): The use of the toe stop is allowed. The upright
position must be clear. The free leg must have between 150° and 180° with the skating
leg.
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d. Biellmann: skater’s free leg is pulled from behind to a position higher than and towards
the top of the head, close to the spinning axis of the skater. The use of the toe stop is
allowed. The degrees between the back and the hamstring of the free leg must be less
than 90.
e. Torso sideways. The skater must be in a complete split position. The use of the toe stop
is allowed.
Sit position:
a. Sit forward: free leg straight forward with the torso completely laid on the leg.
b. Sit sideways: free leg sideways. To be considered the free leg must be stretched as close
to perpendicular as possible (at a minimum 45°) from the skating leg.
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c. Sit behind: free leg behind.
d. Sit twist: shoulders rotated until they are almost perpendicular to the skating surface
with the torso twisted to the side.
Camel position:
a. Layover: body torsion, shoulders perpendicular to the floor maintaining the camel
position.
b. Inverted: this is a Camel position but with the body face up (in inverted position).
Shoulders should be facing the ceiling and at the same height as the hips or lower. Free
leg position must be held in place no lower than the height of the shoulders to create an
arched position.
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c. Bryant (for inverted camel). Inverted with the free skate caught with one or two hands.
Shoulders should be facing the ceiling and at the same height as the hips or lower.
d. Camel forward. Camel position with the free leg/foot held with the corresponding hand
or the opposite hand. The torso must be leaning forward and back must be arched. (refer
to button belly). The rotation can be either inside or outside edge. It can be done on
either foot.
e. Camel sideways. Camel position with the free leg held. The position must resemble a
“donut”, with the foot and knee of the free leg at the same height as the head. The
shoulders must be rotated until they are “almost” perpendicular to the floor.
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RULES FOR ARTISTIC SKATING | FREE SKATING | 2023
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Clarifications
ITEM CLARIFICATION
• An upright basic spin position used to exit a one position spin, will not
be considered as another spin position no matter how many rotations
are executed.
• Adding body movements that alter the equilibrium, and therefore
increases the difficulty of the spin, will be considered as a positive
General
bullet.
• Broken ankle is allowed only for Junior and Senior.
• Bryant as a difficult position is only allowed once per program. If
presented a second time the position (inverted) will be starred out
and given NO value.
• Fall before the spin (during the entry or traveling), or during the
execution where the minimum required rotations have not been met.
• Required position not fulfilled.
• Less than three (3) rotations in the position required for one position
Spin – not spin and less than two (2) rotations for spin within a combination spin.
confirmed • If the spin does not achieve the correct position the technical panel
(no value) will call the spin followed by not confirmed.
• For Cadet to Senior: Entry into a solo spin should be without a long
preparation. The maximum allowed will be four (4) three turns. If a
skater executes more preparation than is allowed the spin will be
called as not confirmed.
• In a spin combination, if only one (1) of the positions is confirmed by
the technical panel, the whole spin will be starred out and receive no
value.
• The changing position from a basic position to a difficult position will
be considered a change of position if there are at least two (2)
rotations before and after the change of position e.g. sit spin to sit
spin forward is considered a change of position.
• Any change of foot, edge or body position would mean two different
positions. There are also difficult positions of basic positions. If both
are presented together (basic + difficult position), we would be dealing
with two (2) different positions. For example: Camel + Camel Forward
= 2 positions.
• If the position before and after a difficult change is not confirmed, the
difficult change will be called but no bonus value will be applied.
Spins • For the features sit in between camel and difficult change, at the
combination point of any position not confirmed after the feature, the bonus value
will stop being applied.
• For the two combos to be ‘different’ the skaters cannot perform the
same position spins (upright, sit, camel, heel, inverted, broken) with
the same foot/edge/direction consecutively in both combos and in the
same order. If this happens, the second combo will be starred out and
given No Value.
• For an upright spin to be called and counted as a position at the end
of a combination spin it must show either: a recognized difficult
variation or position, or a clear artistic position with legs in a pirouette
or crossed position or the arms in a clear artistic position.
• There cannot be two consecutive changes of foot in between positions
of combination spin. For example: from a RBO camel stepping forward
to the left foot and then to the right again to do a RBO upright.
• A combo spin can be broken by:
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o A fall.
o If there are two consecutive changes of foot in between
positions of a combination spin.
o Change of foot with clear change of axis.
o Clear pumping action to gain speed.
If this happens all spin positions/variations executed after the break
will be starred out and receive NO VALUE.
If this results in only one position confirmed the whole combo will be
starred out and given no value.
If the mandatory sit is starred out, the whole combination (the total of
the positions confirmed) will only get 50% of its value.
• In both, the long and short program, where a mandatory position is
required, and is not attempted, the skater will be penalized by one
(1.0) point.
Mandatory • Where a position is mandatory and the skater does not achieve this
positions position, the whole combination will get only 50% of its value. In the
long program: if the mandatory sit is attempted in both combinations
but never confirmed, then the combination with the lesser value will
get only 50% of its value.
• A difficult variation or position will be counted just once in the whole
program. For example, Sideways position for a sit spin will be
considered just once as a difficult position in the whole program.
• Technical panel will confirm the difficult position only if it is held for
at least two (2) rotations.
• There is no limit to the number of difficult positions/variations used,
however only one difficult position can be presented per position. i.e.
In a combo spin of four basic positions the skate may present up to 4
difficult positions, one for each basic position presented. If a skater
presents more than one difficult position per basic position the TP will
Difficult
call the position with the higher technical value.
positions/
Example: if a skater presents an upright on the heel with a split
variations
position the TP will call upright with difficult variation split.
• If the position after a difficult entry is not confirmed (no spin), the
difficult entry will not be confirmed.
• The jump spin should get one of the following positions in the air:
o Sit position.
o Butterfly split: body, arms and legs straight and are parallel to
the floor. Landing on the toe-stop is permitted.
o Flying Camel.
• For a difficult change to be confirmed both, the spin before and the
spin after the difficult change must be confirmed.
• All the spins or combo spin will be called by the technical panel. The
system and the referee will check if each spin/position will be counted
or not based on the limitation rules.
• Falls: in a solo spin, the spin will be confirmed only if the three (3)
Calls
rotations were executed. In a combo spin, the positions achieved for
two (2) rotations before the fall, will be confirmed.
• Attempt of Broken where the skater doesn’t succeed in lifting up the
two wheels (inside or outside) will be called Camel.
Spins in When skaters perform the same spin more than twice, the system will not
excess add the value of the excess spins executed.
Footwork sequence
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Definitions
One-foot turns: turns are all the technical difficulties listed and that involve a change of
direction on the same foot: traveling (traveling - two full rotations must be executed quickly
to be considered as such otherwise will be considered three turns), three, brackets, loops,
counters, rockers.
Two feet turns: Mohawks, Choctaws. For the Choctaws, the exit edge will be used to define
the direction of the turn (e.g. LFI – RBO, the direction will be considered anticlockwise).
Steps: are all the technical difficulties that can be executed keeping the same direction or
changing direction also changing the foot: toe steps, chasses, cross rolls.
Note: half rotation jumps, or one rotation jumps on two feet, or one foot is not considered
a turn or a step. Skating forward and skating backward is not a change of rotational direction.
Cluster: sequence of at least three (3) different turns executed on one foot, the three turn
will be counted as a turn for the cluster.
Body movements: the choreographic movements of the arms, bust, head, free leg, must
clearly affect the balance of the skater/s to be considered. At least two parts of the body
must be used.
Base Level features:
• Skaters must include steps/linking steps.
• The pattern is free, it must cover at least ¾ of the rink. It has a time limit depending on
the category.
Levels
Level Base – Level 1 – Level 2 – Level 3 – Level 4 –
StB St1 St2 St3 St4
A footwork Level B AND must Level B AND must Level B AND Level B AND must
sequence that perform 4 turns perform 6 turns must perform 8 perform 10 turns
meets the basic and must include and must include turns and must and must include
requirements and one (1) feature two (2) different include three (3) four (4) different
calling (chosen between features (one of different features
specifications feature 1 or 2 them must be features
only) feature 1 or 2)
Features
1. Body movements: three (3) different body movements are required, they must be one
from each spatial group: high, medium, low.
2. Choctaws: skaters must add two (2) Choctaws, one clockwise and the other anti-
clockwise. Only Choctaws from forward to backward will be considered. Choctaws must
demonstrate correct and clear edges.
3. Cluster: to be considered as a feature, three (3) turns presented in the cluster must be
confirmed.
4. Turns on different feet: turns confirmed required for the level must be presented both
on the right foot and on the left foot or clockwise or anti-clockwise for loops and
traveling. They must be evenly distributed between the left foot/anti-clockwise and
right foot/clockwise. See clarifications.
Clarifications
• Turns to be confirmed and counted for the level must be executed correctly and show
clear edges before and after the change of direction and cusps must be clear. Jumped
turns, turns executed on the spot or turns where the skater puts the free leg on the
floor during or on the exit of the turn will not be counted.
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• Turns that can be counted toward the level are rocker, counter, bracket, traveling,
loop. Each type of turn can only be counted twice.
• Three turns are considered a turn for the cluster feature, but NOT as a turn to be
counted for the level.
• For Tots: the steps & turns that can be counted toward the level are inside three turn,
outside three turn, cross in front and open mohawk. Each type of step/turn can be
attempted twice. One of each type must be confirmed to obtain the level. No features
are required to be confirmed for the Tot skater to achieve level 1.
• For feature number 1: Body movements should be distributed throughout the sequence
with steps/turns in between. Body movements presented one after another will be
counted as only one movement. Body movements performed at the beginning or at the
end of the sequence while the skater/s are not skating, will not be counted.
• For feature number 4: loops and traveling performed on either foot in an anticlockwise
direction will be considered left foot execution and loops and traveling performed on
either foot in a clockwise direction will be considered right foot execution for the
purpose of counting turns on different feet. It is not mandatory to perform the same
type of turns in both directions, or with both feet to be considered towards the level.
• Quick stops are permitted if they need to characterize the music.
• It can include just one (1) jump of maximum one (1) rotation (even if not a recognized
jump). An extra jump will be considered an illegal element and will be penalized as
such.
• For categories with a maximum level of three (3) or below: if the skater presents more
than one extra turn than required for the maximum level of the category the level will
be reduced by one (1).
• The skaters can present as many features as they like.
Choreographic sequence
• The Choreographic sequence will have a fixed value of 2.0.
• The sequence is free, where the skaters must demonstrate: the ability to skate,
creativity, choreographic ability, originality, musicality, with body movements, using all
the personal space.
• The technical panel will call the element and judges will give their QOE.
• Stops are permitted.
Basic Requirements
• The skaters must demonstrate the ability to skate on the music and to interpret the
music using technical elements. A variety of the following elements must be included:
steps, turns, arabesque, pivot, ina bauer, spread eagles, (not declared) one rotation
jumps, quick spins.
• The sequence must start from a stopped position or a stop and go and must cover at least
¾ of the rink.
If these two requirements are not fulfilled the technical panel will not confirm the
element.
5 QOE
Judges must score the QOE for each technical element called. To determine the final QOE,
judges should consider the good features of the element and decrease in case of errors.
Following are some of the guidelines for the judges to determine the right QOE to score.
Positive QOE
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Judges should score their QOE using the following guidelines:
• 0 when skaters achieve the basic characteristics of the element.
• +1 when skaters fulfill 1 - 2 features.
• +2 when skaters fulfill 3 – 4 features.
• +3 when skaters fulfill 5 - 6 features.
Positive bullets
JUMPS
• Very good height and length.
• Very good extension during landing and/or original and creative exit.
• Difficult and/or unexpected take off.
• Clear, recognizable steps and skating movements executed just before the takeoff.
• Difficult and artistic position in the air and/or late start of rotation.
• Very good fluidity and horizontal speed in taking off and landing.
• Not displaying effort or strain during the execution of the element (i.e. the jump
looks effortless).
• Matching the execution of the element with the music structure.
SPINS
• Good ability in centering the spin quickly.
• Good control of the spin during its execution (entry, rotation, exit, change of
foot/position).
• Good speed and acceleration during the execution.
• Difficult entry (e.g. fly camel, butterfly).
• Difficult variations of positions.
• Balanced number of rotations for each position (combination spins).
• Number of rotations much higher than the minimum.
• Matching the execution of the element with the music structure.
• Difficult traveling.
• Originality and spectacularism.
FOOTWORK SEQUENCE
• Deep and clean edges (including entry and exit from change of directions).
• Clearness and precision.
• Good control and involvement of the whole body. Using the body means the clear use
of the arms, head, shoulders, bust, free leg in a combined at least in three (3)
moments of the footwork sequence. These movements must affect the equilibrium of
the body.
• Good energy of execution.
• Good speed and acceleration during the execution.
• Matching the execution of the element with the music structure.
• Musicality
• Creativity and originality.
• Intricate pattern.
• Even & logical distribution of steps/turns throughout.
CHOREO SEQUENCE
• New steps, new steps sequence.
• Intricate pattern.
• Originality.
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• Variety.
• Musicality.
• Matching with the theme and music.
• Clear movements.
• Good energy.
• Good control and involvement of the whole body.
Negative QOE
The following table shows on the left-hand side errors for which the QOE MUST be the one
listed and on the right-hand side errors for which the judges must decrease their score if the
error described occurs.
Errors for which the QOE MUST be
Values Errors for which QOE can vary Values
the one listed
JUMPS
No speed, no height, no length,
Downgrade (<<<) -3 -1 or -2
wrong position in the air
Fall -3 Underrotated (<) -1
Landing on two feet or wrong foot -3 Half rotated (<<) -2
Stepping out -2 or -3 Take off technically not corrected -1 or -2
No fluidity and rhythm between the
Two hands on the floor during landing -3 -1 or -2
jumps of a combination
Double three or half toe-loop after Not clean landing (wrong
-2 or -3 -1 or -2
landing position/wrong edge/toe-stop)
Direct and prolonged landing on toe-
-3 Long preparation -1
stop
Use of a toe-loop as a connecting Hand or free leg on the floor at
-2 or -3 -1
jump landing
Lutz No Edge -1
SPINS
Two hands on the floor to avoid fall -3 Wrong positions, slowness -1 to -3
Change of foot not correctly
Sit spin two feet exit -3 executed: entry/exit curve, toe- -1 to -3
stops, and edges
Inverted with bended leg to get to
-2 or -3 Moving / not centralized -2 or -3
minimum rotations
Sit Spin without verticalization before
Hand or free leg on the floor to
descending to the sit position (solo -2 or -3 -2 or -3
avoid the fall
spin or first spin of a combo)
Fall -3 Bad traveling -1
Pumping -2 or -3
Sit spin toe stop exit -2
Change of foot with traveling axis -2
Poor control (entry, rotation, exit,
-2
position)
Two feet on the floor between
spins of the combination with a -2
momentum gain.
FOOTWORK SEQUENCE
Fall -3 Stumble -1 or -2
Out of time -1 or -2
Poor in speed and acceleration -1
Poor in edges -2
Poor in pattern -2
Lack of musicality -1 to -3
Poor in distribution -2
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CHOREO FOOTWORK SEQUENCE
Fall -3 Lack of musicality -1 to -3
Stumble -1 or -2
Out of time -1 or -2
Poor in energy -1 or -2
Poor performance -1 or -2
Poor in originality -1
Poor in pattern -2
Clarifications
ITEM CLARIFICATION
• In the combo jumps, each jump (as long as they are not a connecting
jump) will receive a QOE that will be evaluated by the judges. For
example: 2T (+1) + NJ + 2S (+1).
• Under-rotated one rotation jumps in between jumps will decrease the
quality of the following jump. E.g. 2Lo-Thoren (Under or half rotated)-
Jumps 2S. The 2S will have not good QOE.
• If a jump is under rotated (<) the QOE can be no higher than +1, if a
jump is half rotated (<<) the QOE can be no higher than 0.
• If a skater uses a toe-loop as a connecting jump in combination the
judge MUST apply -2 or -3 to the double or triple preceding the toe-
loop.
• For the combination spins, judges will score just one (1) QOE for the
whole spin.
• If one of the position/spin of the combination is not confirmed, the
spin will be called but overall the spin cannot get more than 0 as QOE
from the judges.
• The difficult position to be considered by the judges as positive QOE
must involve an important change in the equilibrium, with muscular
stretch, tension. I.e. Inverted spin changed Bryant where both arms
Spins and free leg are involved.
• Choreographic movement during the execution of the spin will not be
considered a difficult position but can be considered positively in the
judges’ QOE.
• If the spins are performed without any difficult variation, judges MUST
NOT give +3.
• In a spin with problems reaching the final position, must have negative
QOE for judges.
6 PENALIZATIONS
A deduction of one (1.0) point (unless otherwise specified) will be applied to the sum of
technical content and artistic impression each time one of the following is executed:
By the referee
Kneeling or laying on the floor more than once or more than 1.0 point
maximum five (5) seconds
Costume violation (with opinion of judges) 1.0 point
0.5 point each 10 secs or
Time of the program less than the minimum
part thereof
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The time from the start of the music and the first movement 0.5 points
is more than 10 seconds
Music with inappropriate or expletive lyrics in any language 1.0 point
Falls 1.0 point for first and
second fall
For each fall after the second the penalty will increase by Incremental penalty
another 0.3 (Tots, Minis) and 0.5 (Espoir to Senior) increases for each
subsequent fall after
For example, in Espoir to Senior: 1.0 for first and second fall, the second:
additional 1.5 for third fall (3.5 total), additional 2.0 for fourth +0.3 For Tots and Minis
fall (5.5 total), additional 2.5 for fifth fall (8.0 total) etc. +0.5 Espoir to Senior
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APPENDIX 1 - TECHNICAL PANEL PROTOCOL AND GUIDELINES
• Members of the Technical Panel (TP) must be focused on their respective task during the
program.
• Talking is not allowed during the program, this can confuse the Data Operator and also
the other people of the Technical Panel.
Assistant (AS)
• Pre-calls the elements based on the list provided with the order. For footwork and
choreographic sequences pre-calls the element and the time it is due to start as per the
content sheet and advises when there is 5 seconds to the start of the element.
• Has a copy of the program element content sheets and writes down the calls of the TS.
• Requests a “review” firstly.
• If the AS wants a review, writes down next to the TS call an ‘R’ and the element he/she
would call.
• Writes down all the details of the element, for example: in a spin, the name, and the
confirmation or not, and the position, edge, and foot.
• Helps to double check the elements inserted in the system during the manual checking
with the Controller and Data Operator.
Controller (CTR)
• In general, does the same as the TS.
• Has a copy of the program element content sheets and writes down the calls.
• If the CTR wants a review, writes down next to the TS call an ‘R’ and the element he/she
would call.
• Calls “review” with no other comment after the call of the TS and after waiting for the
AS to do it first.
• Times footwork sequences using a stopwatch. Starting the stopwatch when the specialist
calls ‘start element’ and calling ‘time’ when the maximum time for the category is
reached.
• At the end of each program, goes through the reviews first.
• Once everything is decided, checks the elements inserted in the system with the Data
Operator.
• Writes down all the details of the element, for example: in a spin, the name, and the
confirmation or not, and the position, edge, and foot.
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• Inputs the elements, the levels and the falls called by the TS.
• Adds the percentage/bonus for the spins during or at the end of the performance
depending on the expertise of the data operator.
• Five (5) seconds before the Footwork and the Choreographic Sequence is due to begin,
enters it into the system so the judges know the start of the element.
• Selects the ‘Review’ button for each element that the TS asks to be reviewed.
• Selects the “!” button when a Lutz no edge is called.
• At the end of the performance, reads the list of the elements so that the CTR and AS can
double check.
• After checking the elements, if the system does not automatically exclude an element
because it is not accepted by the rules, the DO must highlight the element and press the
* button.
Referee (Ref)
• Checks the average of the components of the first skater(s) and can change them.
• Checks time of programs, costume and other penalties as per the referee control sheet.
• Confirms the falls and has the last word if there is a doubt on a fall called by the TS.
In this document, when some sentences are capped with quotes and italicized (for example:
“Solo Jump") that refers to the oral formula that should be used by the TP.
Any element attempted will occupy the corresponding box of its group. In this way, when
the number of boxes allowed for each group is exceeded, the system will remove the extra
ones with the symbol *.
Pre-Calls
• It is the act of announcing the group of the element that the skater will execute next.
These pre-calls will be listed in order on the program element content sheets.
• Pre-calls will be made after the previous item has been completed and after verifying
that no review has been requested.
• For the first element, the pre-call is made after the start of the program once the TS has
announced “Start”.
• When the program element content sheet has not been delivered it is recommended that
the TS anticipate (as far as possible) the group of the element the call belongs. This will
help the DO’s function. Examples: “Solo Jump, Double Salchow”; “Double Flip, No Jump,
Double Salchow, Combo Jump”; “Solo Spin Heel Confirmed”; “Heel confirmed, Sit
Confirmed, Combo Spin”; “Start Choreo Sequence”.
• When the program element content sheet does not match the order of execution of the
elements, it is recommended to stop making the pre-calls.
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The groups of items that should be pre-called and the acronym they have on the program
element content sheets are the following:
ELEMENT ACRONYM
Combo Jump CoJ
Solo Jump SJu
Combo Spin CSp
Solo Spin SSp
Footwork Sequence FoSq
Choreographic Sequence ChSt
Calls
This is the validation of an element by the TS. It may be complete, partial, increased or
devalued, in accordance with the provisions of the regulations. The action of validating an
item will therefore be known as "calling".
Jumps
To call a Jump: number of rotations + jump name + lack of rotation + mistakes (if any).
JUMPS ACRONYM
Waltz W
Toe (Toe Loop) T
Salchow S
Flip F
Thoren Th
Lutz Lz
Loop Lo
Axel A
No Jump NJ
Single (it is not necessary to name it) 1
Double 2
Triple 3
Quad 4
Under <
Half <<
Down <<<
No edge !
Fall X
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PART OF THE CALL DETAILS
• Single
Number of rotations • Double
• Triple
• Quad
• Waltz
• Toe
• Salchow
• Flip
Jump name • Thoren
• Lutz
• Loop
• Axel
• No Jump
• Under
• Half
Lack of rotation and mistakes
• Down
• No edge
• Fall
Examples
• 2S<: “Double Salchow Under”
• 3T<<<: “Triple Toe Down”
• 1A<<: “Single Axel Half” or “Axel Half”
• 2Lz!< X: “Double Lutz No Edge, Under, Fall”
• 2T<+NJ+NJ+1F: “Double Toe Under, No Jump, No Jump, Single Flip (or Flip)”
Spins
To call a spin: position name + difficult positions + variations + confirmed or not confirmed.
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Forward CF
Sideways CS
Layover CL
Broken Basic Br
Heel Basic Forward Direction HFD
Basic Backward Direction HBD
Forward HF
Sideways HS
Layover HL
Inverted Basic In
Bryant IB
Any Standard Variation SV
Confirmed C
Not confirmed NC
PART OF THE
DETAILS
CALL
• Upright
• Sit
Position name • Camel
• Broken
• Heel
• Inverted
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• Confirmed: the position meets the minimum characteristics of
number of rotations and mandatory body posture.
Confirmation • Not confirmed: the mandatory body posture/position has not
been reached and/or the minimum required rotation has not
been given.
It will be called once the main position has been appointed. It must
Difficult positions
be indicated whether the position is confirmed or not.
As some variations can affect only a part of the spin, the calling
will be made in a manner that helps the work of the DO.
Difficult variation
It is usually called at the end of the spin with the optional oral
support at the beginning: "Bonus for…"
Examples
Full verbalization method
• [DE + H] + {SF + H + U-SNC} = “Difficult Entry confirmed, Heel Confirmed; Sit confirmed
- Forward position confirmed; Heel confirmed; Upright confirmed - Split position not
confirmed; Bonus for Sit Between Camels”.
• [DE + UB + 6R] = “Difficult Entry confirmed – Upright Heel confirmed - Biellmann position
confirmed-Bonus for more than six rotations” or “Upright Heel confirmed - Biellmann
position confirmed with Difficult Entry and Bonus for more than six rotations”.
Shortened verbalization method.
• [DE + H] + (S-FNC + HL + {DC + ST + UF}) SBC = “Heel confirmed with No Difficult Entry;
Sit confirmed - No Forward position; Heel Confirmed - Layover position; Sit confirmed -
Twist position with Difficult Change; Upright confirmed - Forward position; Bonus for
Sit Between Camels”.
Whatever the method chosen, it should be consistent and communicated with the data
operator and panel prior to the beginning of the event/competition.
Footwork sequence
Footwork Sequence: start + level.
The start is called: “start element” or “start footwork” (if no pre-call it might be helpful to
use the name of the element). At the end, the level is called: “level …”.
The technical panel will call the start of the element and begin to count in accordance to
the time as transcribed on the program element content sheet or once the TS recognizes
that the sequence has begun. The TS will stop calling when the CTR calls ‘Time’ or when it
is evident that the footwork sequence is complete and a transition to another element has
begun.
In regard to the timing: the technical panel will allow anywhere up to and within the
maximum seconds. For example, for up to 40 seconds, it will be accepted anywhere up to
40.59sec.
For the turns executed by the skater the TS has options depending on their experience:
• Calls the turns confirmed: type, foot, direction.
• Calls “yes” for turns confirmed and “no” for turns not confirmed.
For the features, the TP calls the feature + confirmed.
Whatever the method chosen, it should be consistent and communicated with the DO and
the TP prior to the beginning of the event/competition.
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TURN/FEATURES ACRONYM
Counter Ct
Rocker Rk
Bracket Bk
Three turn 3t
Loop Lo
Travelling Tr
Choctaw Cw
Right / clockwise R
Left / anti clockwise L
Body movement BM
Cluster Cl
Different feet DF
Confirmed C
Not confirmed NC
Fall X
Choreographic sequence
Choreographic sequence: start + confirmed/not confirmed.
The start is called: “start element” or “start choreo” (if no pre-call it might be helpful to
use the name of the element). At the end, the element is confirmed or not confirmed with
the oral transcription: “choreo confirmed”.
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The technical panel will call the start of the element in accordance to the time as
transcribed on the program element content sheet or once the TS recognizes that the
sequence has begun.
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• Jumps take off: normal speed.
• Spins rotations and position correctness: normal speed and slow.
• Footwork sequences or choreographic sequences: normal speed.
• Falls: normal speed.
• Full calling: normal speed.
Data input
The data input will be done in specific boxes assigned to each item group that will be pre-
called by the AS: Solo Jump, Combo Jump, Solo Spin, Combo Spin, Footwork Sequence, and
Choreo Sequence. Each group of boxes has an area assigned on the computer screen to which
the DO will direct the mouse when the pre-call is made.
• During the program, the DO will enter the elements as these have been called. However,
there is the possibility that a pre-call does not correspond to the element group that the
skater performs. In this case, the TS or the CTR must correct such pre-call. Example:
when a pre-call is ‘Combo Jump’ but the skater performs a ‘Solo Jump’, and there is no
correction on the group of element, the CTR must alert the DO pointing on the screen in
the correct box group or saying "this is a solo jump".
• The DO, with assistance from the CTR, should enter the footwork and choreographic
sequences five (5) seconds prior to when they are deemed to begin according to the
content sheet, so the judges can be informed of the element starting.
• When the DO loses the callings of some elements, the CTR may confirm at the end of the
item the number of jumps or positions performed. Example: “four Jumps” or “three
positions”. Then, the DO should enter the standard elements of each group that will be
changed after the end of the program with the monitoring of the CTR. Example: four NJ
in a Combo Jump or 3 Upright Spin in a Combo Spin.
• The features may be inserted during the performance, or at the end of the program
under the supervision of the CTR and once all revisions have been made.
Recommended way to read the elements to avoid possible data input errors:
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SPECIFIC PROCEDURE FOR SHORT PROGRAM
• The Axel Jump will not be considered as a Solo Jump element (as it is indicated in the
software) but as a Solo Jump-Axel (SJ-A) type element.
• The same jump can only be presented once except for one jump of the skater’s choice,
which can be presented twice, one of them in the Combination Jump. If a skater presents
two different jumps twice, the CTR with the help of the DO and the AS will invalidate (*)
the second of the repeated jumps.
o Example: with all Jump elements: 2A, 2A+3T+3T*+2Lo, 3F.
• All items executed after the program maximum time is reached will be called by the TP
but from the point the Referee blows their whistle, the elements called afterwards will
be invalidated with symbol (*).
o Example: combination spin with four positions, the last two positions were performed
out of time limit: C + S + C* + S*.
• Only the first of each mandatory element attempted will be considered. If a skater
repeats a mandatory element, it will be called by the Technical Panel, but starred out
and given no value. It will be considered as an element in excess and will not count
toward the number of elements per program. In this case the controller with the data
operator will need to ensure that stars are applied and removed as necessary.
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Half-rotated jumps
A jump will be considered as Half-rotated if it is missing more than ¼ and up to ½ a turn of
rotation.
• Correction of the lack of rotation should be done quickly and keeping the closed position
of legs and arms. Jumps that are missing ½ a rotation, with the rotation stopped and
open, and with slow correction, will be called downgraded.
• It is recommended as well to check in very slow motion review the landing of some half
jumps which could be on two feet, especially if the foot cross is low. In the triple jumps,
there are occasions where the free skate touches the floor first disguising a greater lack
of rotation. In this case, the jump is usually downgraded.
Downgraded jumps
A jump will be considered as Downgraded if it has missing more than ½ a turn of rotation
and will therefore be devalued by the system to the jump of one rotation less.
• If a jump is over rotated a quarter turn, it is called as a jump with the higher rotation.
o Example: 2T over rotated a quarter turn will be called as 3T downgraded by the TP.
• Jumps where the entry is cheated more than ½ turn will be considered “Downgraded”.
This cannot be reviewed in slow motion, only in normal speed.
• Jumps landed on two feet (not in a crossed position) will be considered ‘Downgraded’.
If it is observed that the skater leaves the floor a second time as a result of a forced landing,
it will be considered as a Solo Jump (with the consequent negative QOE of the judges for a
stepping out).
Jump Vs No Jump
To call a Jump instead of a No Jump, it must be recognizable in its three dimensions: take
off, flight, and landing. Any jump in which one of these phases is not recognized could be
called No Jump. This rule is applicable to Solo Jumps and to jumps in a combination.
• Example: the skater slips on takeoff and barely rotates half turn, fully open and landing
with the opposite foot or any other part of the body.
In Tots and Mini categories all jumps in the combination will be called, regardless of their
position.
• Example: 1Lo+1Lo+1Th+1F and 1A+1Lo+1Th+2S.
Entry of a jump
The entry of a jump includes the moment when the jump load starts until the skate leaves
the ground. The anticipation for the jump must not exceed more than ½ a rotation.
Otherwise it will be considered as a Downgraded jump.
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This cannot be reviewed in slow motion and cannot be called during the review of an item
while reviewing another part of the jump.
The Toe-loops entered directly forward as if it were a waltz jump on the toe stop will be
called Downgraded.
The entry of Loop and Salchow are sometimes susceptible to having anticipation bigger than
half turn.
The entry of the Lutz jump cannot be reviewed in slow motion.
These “saving No Jump” of at least half turn will be presented immediately after the landing
of the previous jump. Therefore, a jump of at least ½ rotation preceded by a three turn
would not be considered as a way to connect jumps in a combo.
• Example: 2A+quick three turn+ ½ Thoren or 1Th <<.
For borderline situations, the TP have the authority to decide in one direction or another,
provided the same criteria is applied for the other skaters. However, if there is any doubt
and the review does not help, the decision should always be in favor of the skater.
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o Example: if a skater presents two 3T (performed as two Solo Jumps without one of
them being in combination), the second one will be starred out and receive no
value.
o Example: If a skater presents two times the same Combo Jump, the second one will
be starred out and receive no value (this involves all the jumps of the second
combination).
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• At least one of the shoulders should be point downward and placed near to the floor.
• No contact is required between the torso and the free leg.
Upright Layback: the head and shoulders are leaning backwards, and the back arched. The
free leg position is optional. The use of toe stop is allowed. Key Points for confirmation:
• Head, chin, and shoulders should face the ceiling.
• The back should form an arch with regards to the position of the free leg.
• The two shoulders must be kept practically in the same line (minimal deviation of one of
them is allowed).
• The chest should have tended, as far as possible, to face upwards.
Upright Split: the free skate is higher than the head level while the rest of the body stays
as close as possible to the vertical axis. The use of the toe stop is allowed during rotations.
The free leg could be on the side of the head or in front. Key points for confirmation:
• The free foot must exceed the height of the head and skating leg must be as straight as
possible (less than 45º bending). The counting of the rotations does not start until these
conditions have been reached.
• Free leg must be as close as possible to the body.
• Both legs must form an angle of more than 150º
• The torso and the skating leg must be kept as close as possible to the vertical axis.
Upright Heel: this is a position that fulfills all the characteristics of a basic Upright, but the
rotation will be done on the two rear wheels of the skate. Key points for confirmation:
• Body held on the vertical axis.
• Good lift of the front wheels during the rotation on the heel. It must be perfectly visible.
• The position on the two rear wheels must be stable, without hesitation and winding.
• There is no description for the free leg as long as the rest of the body stays on the vertical
axis.
Upright/Heel Biellmann: key points for confirmation:
• Torso, chest, and shoulders should tend towards the vertical axis.
• Free foot and arm/s should tend towards the vertical axis and not backwards. That
attachment point should be located as close as possible to the vertical axis, higher than
the crown of the head level and aligned with the skating leg.
• The distance between back and free leg hamstrings will be less than 90º.
• The hold and hands (one or two hands) should not be a long distance from behind the
head (further away from the neck level).
Upright/Heel Torso Sideways: key points for confirmation:
• Torso and free leg tending to different planes. For example, free leg tending to the
vertical axis (high space) and body tending to the horizontal axis (mid space).
• Torso may be leaning sideways or forwards.
• Free leg straight.
• There must be an angle of at least 45º between the free leg and the torso.
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• Hip position does not exceed the level of the skating knee. In the event of a doubt of
that requirement during the rotation, it must be monitored that the maximum height of
the hamstring of the skating leg is parallel to the floor.
Sit sideways: the free leg must be placed to one side, stretched and as close as possible to
forming a kind of perpendicular line with the supporting leg. Key points for confirmation:
• Free leg stretched.
• No less than 45º of separation between free leg and supporting leg.
• The height of the hips cannot exceed the level of the skating knee level.
• Free foot should not drag on the ground during the rotations.
Sit behind: the free leg will be placed behind the supporting leg. There is no specific
description for body and free leg, so the latter could be bent or stretched with or without
contact of a hand or an arm. Key points for confirmation:
• Free leg crossed behind the skating leg.
• The height of the hips cannot exceed the level of the skating knee.
• Make sure there are no changes of edge during rotation.
• Free foot should not drag on the ground during rotation.
Sit twist: the shoulders are rotated until they are almost perpendicular to the skating surface
with the torso twisted to the side. There is no specific description for the arms and free leg
must be in a sideways direction (or crossed in front or placed directly to one side).
Key points for confirmation:
• The height of the hips cannot exceed the level of the skating knee.
• Shoulders rotated almost perpendicular to the skating surface.
• Torso twisted to the side.
• Free foot should not drag on the ground during the rotations.
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• Free hip opened at least to remain perpendicular to the floor.
• The free skate must be at the same level or higher than the free Hip, in order to facilitate
the torsion.
• Fly Camel: the feature can be granted only if there is a clear visible jump. The camel
position must be reached in the air.
• Butterfly: the feature can be granted only if there is a clear visible jump and the both
legs must be straight and parallel to the floor.
• Acrobatic position: the entrance must have a significant impact on the balance, control,
and execution of the spin during the centering phase.
o Example: an arm holds the free leg during the traveling and stays that way during the
centering phase.
o Example: performing an Illusion during the centering phase without changing foot.
Head must arrive to the low space and leg to the high space.
o Entry after a choreographic jump or acrobatic movement that involves an impact on
the balance point during the centering phase.
• Unlisted: A difficult entry that is unlisted but clearly affects the balance of the skater
and makes the entry into the spin more difficult.
Difficult change
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A difficult change can be with or without a change of foot. To confirm this feature, the spin
before and the spin after the difficult change must be confirmed. The bonus will cease to
apply when a position executed after is not confirmed. There are several types:
Both directions
The bonus will be applied to all positions executed after having used the two directions, one
after the other, on sit and camel positions. The bonus will cease to apply when a position
executed after is not confirmed. The controller will check this during the manual checking.
Example: C + Change Direction (CHD) + C (60%) + NC S + U (60%)
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Example 1: C (RBO) + S(RBO) + C (LFO) + S (LBI) = C (LFO) + C (RBO) with Forward Position +
S (RBO) with Behind Position + S (LBI)
However, if one of the above factors were not met, the two Combination Spin would not be
the same.
Example 2: C (LFO) + S (LBI) + C (RBO) + S (RBO) ≠ S (LBI) + C (LFO) + S (RBO) + C (RBO)
Example 3: C (LFO) + S (LBI) ≠ S (LBI) + C (LFO)
Example 4: C (LFO) + S (LBI) ≠ C (RBI) + S (RBI)
If this happens the second combo spin will be starred out and receive no value. It will NOT
be considered an illegal element and will NOT be penalized.
• A fall: when a skater falls during a position of a Combo Spin and then he/she continues
with another position. I.e: C + S + U + FALL (BREAK) + C*
• If there are two consecutive changes of foot in a combination spin. I.e: C (RBO) + Change
of foot + Change of foot (without any position between the two changes of feet) + U Sw
(RBO) = C +BREAK + U* Sp*
• Change of foot with clear change of axis. That means when the axis of rotation after the
change of foot is completely offset from the original one. TP must pay attention that
such offset change of foot implies a new centering phase for the next position as if it
was a new spin. Otherwise, it will be considered as a Change of foot with traveling axis
(flexible QOE – 2). i.e. H + S + C (change of foot with change of axis) BREAK + S*
• A clear pumping to gain speed. This means the skater has ‘clearly’ used pumping to gain
speed between spins of a combination in order to complete the combination. i.e. H + S
+ BREAK (pumping) + U* (Sp)*
In all the cases the TP should call this interrupted situation with the word “BREAK”.
For borderline situations, the TP have the authority to decide in one direction or another,
provided the same criteria is applied for the other skaters. However, if there is any doubt
and the review does not help, the decision should always be in favor of the skater.
The Controller must ensure that at the end of the program they check with the Data Operator
that all spins and positions called after the “BREAK” are devalued with “*”.
If only one position is left confirmed due to the break, then the whole combo must be “*”
out. For Example: C* (BREAK) + S* + C*.
If the combo contains the mandatory sit and the sit position is invalidated as it is after the
break, the whole combo must be given only 50% of the value. For Example: H + H (BREAK) +
S* + U*
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All difficult variations or positions executed after the “BREAK” will be considered attempted
and used.
Pumping
One pumping action and one balance check/3-turn/movement of the skating foot is allowed
and will NOT be considered pumping.
Clear use of two or more pumping actions where the skater is gaining momentum between
positions of a spin would be considered as a break in combination.
For borderline situations, the TP should always be in favor of the skater. i.e. there is two
movements that could be considered pumping but without obvious momentum gain. The TP
should be in favor of the skater and not call the break.
Features assignment
To avoid confusion during the program, as a rule, the TS will call all variations and difficult
positions performed and the CTR will notify if any of them has already been used with the
oral transcription: “Used”. That would be very useful for DO to correctly enter bonuses
during the program.
However, at the end of the program and during checking, the CTR must ensure that the same
feature has not been entered twice in the system.
The standard variation may be used once in each position per program (Upright, Sit, Camel,
or Heel). There can be a maximum of 3 standard variations in a program.
In the case of Camel, Heel and Broken, the execution of the same difficult position in one
of them will imply that it has already been used for the others during the same program.
• Example: “Camel confirmed - Forward position confirmed and Heel confirmed - Forward
position confirmed (but USED)”.
If a skater executes more than two rotations at the entrance or use more than two rotations
to get into the difficult position, the technical panel will consider this situation as only one
position.
• Example: C (RBO) 2.5 rotations in a static position + C (RBO) in a layover position with 3
rotations = Solo Spin: “Camel Confirmed - Layover position confirmed”.
• Example: In a combo spin: HBD + CBD (RBO) 2 rotations in a static position + In (RBO)
with 2 rotations will be called as two positions “Heel, confirmed - Inverted confirmed”.
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the first two will be considered. In addition, the TS will call the "cluster" as soon as it is
seen with the oral code: "cluster confirmed". At the end of the element the TS will call
the level considering the contributions that CTR and the AS can make about the features
they have to monitor during the item.
• CTR: activate the stopwatch at the same moment the TS calls the start of element. The
CTR will check all the turns and the foot/direction in which have been executed and
check the presence of all kind of features. When the stopwatch has exceeded the time
allowed, the CTR will announce it with the oral code: "Time". At that point, the Footwork
Sequence will stop being evaluated.
• AS: will call the start of the element if the TS has not. During the execution of the item,
must confirm features 1 and 2 (Choctaw and body movements) as soon as it is executed
with oral code: "Choctaws confirmed" and "body movements confirmed".
Footwork features
Body movements: it is necessary to present three (3) confirmed body movements for the
feature to be granted.
• The three body movements presented must come from different spatial groups (High,
Medium & Low) as outlined in the Artistic Impression document.
• Body movements performed at the beginning or end of the sequence whilst the skaters
are stationary are not to be considered.
• The body movements should be spaced throughout the sequence with at least one (1)
step or turn in between. Body movements presented one after the other are to be
counted as one movement, and in this case the spatial category of the movement can
be determined as the one that favors the skaters for confirmation of the feature.
Choctaws: skaters must have confirmed (2) Choctaws.
• One Choctaw must be clockwise and the other anti-clockwise. Rotational direction is
determined by the exit edge of the Choctaw.
• Only Choctaws from forward to backward will be considered.
Cluster: It is not necessary to present three consecutive turns.
• Example: if the skater performs a cluster with 4 turns and the third is not confirmed but
the other three are confirmed then the cluster will be confirmed.
Different feet:
• There must be a balance, depending on the level of the element, in the number of turns
made with the right foot or clockwise direction (only for loops and travelings) and the
left foot or anti-clockwise direction (only for loops and travelings).
• Example: if a skater executes 4 turns with the right foot/clockwise direction and 3 turns
with the left foot/anti-clockwise direction, the feature "different feet" will be
considered for level 2, but not for level 4 as they would be needed 4 and 4.
• This feature will not be effective with a 2-2 formula because for level 1, feature type 1
or type 2 (body movements or Choctaws) is mandatory.
PENALIZATIONS
Missing mandatory element
For both short and long program, there is a list of mandatory elements groups. If a mandatory
element is omitted or it has not been attempted, the skater will be penalized by the TP for
“missing mandatory element”. Any attempt even though a fall, mistake or timeout may
modify its original element group, will not be penalized since it has been at least declared
on the content sheet and attempted.
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Example: if the skater falls, during the short program, in the travelling of a Combination
Spin or in the first jump of a Combination Jump, it will be considered an attempt of that
kind of element, and the TP will not penalize for missing mandatory element. However, the
Ref must apply the penalization for the fall).
In the long program, if there is no solo spin but two (2) combo spins, the second combo will
be starred out and given no value and the penalization of missing element will be applied.
When a compulsory element has not been included in the program (omitted or not
attempted), this will imply the penalty of -1.0 point and in addition the last element of the
program, corresponding to the same group, will be starred out and receive No Value (as this
is the last chance for the skater, within the maximum elements of each type, to include the
compulsory element).
• For example: A skater performs 13 jumps out of a maximum of 12 and none of them is
the compulsory axel jump. In this case, 13th jump will be starred out (*) because it is in
excess and last solo jump will be starred out (*) as well because it should be the Axel-
type jump.
• For example: A skater preformed a program with two combo spin instead of one Combo
Spin and one Solo Spin. In this case, the last spin element will be starred out (*) because
it must be the mandatory Solo Spin. In addition, the skater will be penalized by one point
for Missing Mandatory Element.
Illegal element
An Illegal element is when a skater includes an element that is expressly prohibited in the
program.
• Example: 2A in Espoir or Mini category; a second jump of 1 rotation within the Footwork
Sequence; a Broken position in Espoir category.
Extra items (but allowed in a category) will NOT be considered illegals.
• Example: 13 jumps instead of 12. In this case, the program will automatically put a * on
the last one. However, the CTR and Ref must check this during the manual check. No
penalization will be applied in this case.
Mandatory position
Mandatory position in a spin element:
• In both, the long and short program, where a mandatory position is required, and it has
been omitted, the skater will be penalized by one (1.0) point.
Note: If a fall or other error prevents the completion of a combination, the mandatory
sit will be assumed attempted (even if not seen due to the error) and there will be no
penalization for missing mandatory element, however if no sit is presented elsewhere
in the program, the combination will be starred out and receive NO VALUE as the
mandatory position has not be achieved.
• Where a position is mandatory and the skater does not achieve this position, the combo
will get only 50% of its value.
• In the long program: if the mandatory sit is attempted in both combinations but never
confirmed, then the combination with the lesser value will get only 50% of its value.
• In the long program: if the mandatory sit is attempted only once and is not confirmed
then the whole combination will get only 50% of its value.
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Falls quick reference chart
Falls Tots and Minis Espoir to Senior
1 1.0 1.0
2 2.0 2.0
3 3.3 3.5
4 4.9 5.5
5 6.8 8.0
6 9.0 11.0
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